Phase 9+10: Status/Doctor/Medical bed + Wolves/WolfSpawner
The 'drama pair' shipped together via 3-agent fan-out. Phase 9 — Status effects + Medicine: - Status data class (PERSISTENT/EVENT, severity stacks max=3) + StatusCatalog (Bleeding ticks HP loss; Downed = incapacitated) - Pawn HP (100 max, 30 downed threshold, 50 revive threshold), take_damage, heal, add_status/remove_status_by_id, is_downed/is_incapacitated, downed visual (body rotated 90° + desaturated) - DoctorProvider (priority 9, highest) — scans World.pawns for nearest downed pawn, finds medical bed (or any bed fallback), emits 4-toil job: walk_to_patient → rescue → walk_to_bed → treat - Bed.is_medical with red-cross marker draw on pillow; round-trips save - KIND_RESCUE + KIND_TREAT toils + JobRunner _tick_rescue/_tick_treat (snap-to-bed on first treat tick, +0.5 hp/tick, bleed cure at 100-tick intervals; done at HP≥50 + no bleeding, 600-tick timeout) - EventBus: pawn_took_damage, pawn_status_added, pawn_status_removed Phase 10 — Combat + Wolves (wolf-first slice): - Wolf entity (Node2D, 4-state APPROACH/ENGAGE/FLEE/DEAD, procedural canine sprite with red glowing eyes, 40 HP) - Two-roll combat: 70% hit + 50% chance to apply Bleeding(1) on hit - WolfSpawner — triggers at Clock.darkness_factor()≥0.8 with 1-in-game-day cooldown, packs of 1–2 at random map-edge cluster - World.wolves registry + register_wolf/unregister_wolf Integration: world.tscn load_steps 15→17 with DoctorProvider + WolfSpawner nodes. world.gd registers doctor at top of provider list (priority 9 > sleep 8 > eat 7 > construction 6 > chop≈plant 5 > mine≈craft 4 > haul 3 > rest 0). Middle bed at (47,24) marked is_medical=true. MCP runtime verified: Bram took 75 dmg + Bleeding(2) → Downed (hp 25) → Edda + Cora both volunteered doctor job → walked to patient → carried to medical bed → treated → Bram healed to 94.2 hp, statuses cleared, back to work. Wolf raid at day 3 22:00 fired; 4 wolves alive across raid cycles by day 4 01:51. Screenshots confirm red-cross medical bed and wolf silhouettes at night. Phase 10 deliberately partial: wolf-side combat ships, pawn-side weapons/armor/cover/friendly-fire deferred — full chain (wolf→bites→pawn→bleeds→doctor) awaits player weapons. Bleed-out timer at demo value (1200) vs design value (432000 = 6 in-game hours) — documented in status_catalog.gd for first time-balance pass. Delegation: Agent A (status + pawn HP), Agent B (doctor + treatment), Agent C (wolf + spawner) — all Sonnet gdscript-refactor; integration on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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21 changed files with 1016 additions and 35 deletions
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@ -76,6 +76,7 @@ const DAY_TINT: Color = Color(1.0, 1.0, 1.0, 1.0)
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@onready var plant_provider: PlantProvider = $PlantProvider
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@onready var eat_provider: EatProvider = $EatProvider
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@onready var sleep_provider: SleepProvider = $SleepProvider
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@onready var doctor_provider: DoctorProvider = $DoctorProvider
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func _ready() -> void:
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@ -105,9 +106,11 @@ func _ready() -> void:
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# Designation: bind the paint surface + the Selection guard.
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designation_ctl.bind(designation_layer, selection)
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# Register all 9 providers — Decision iterates by .priority desc.
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# sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4 ≈ crafting=4 > haul=3 > rest=0.
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# Register all 10 providers — Decision iterates by .priority desc.
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# doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4
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# ≈ crafting=4 > haul=3 > rest=0.
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# Phase 17 will tune these via the work-priority matrix UI.
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World.register_work_provider(doctor_provider)
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World.register_work_provider(sleep_provider)
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World.register_work_provider(eat_provider)
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World.register_work_provider(construction_provider)
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@ -393,11 +396,16 @@ func _seed_phase5_demo_buildings() -> void:
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# Phase 8 demo — 3 beds inside the cabin's north row. Beds are pre-built
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# (skip construction) so pawns have somewhere to sleep on first tired tick.
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# (45, 24), (47, 24), (49, 24) — leaves (50, 24) for the existing crate.
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# 3 beds in cabin north row. Phase 9 — middle bed is the medical bed so
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# the doctor flow has a treatment target.
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var bed_tiles: Array[Vector2i] = [Vector2i(45, 24), Vector2i(47, 24), Vector2i(49, 24)]
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for bt in bed_tiles:
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for i in bed_tiles.size():
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var bt: Vector2i = bed_tiles[i]
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var bed: Bed = BED_SCENE.instantiate()
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add_child(bed)
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bed.setup(bt)
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if i == 1: # middle bed = medical
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bed.is_medical = true
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while bed.is_buildable():
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bed.on_build_tick()
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Audit.log("world", "phase 8 demo: %d beds pre-built inside cabin" % bed_tiles.size())
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@ -1,4 +1,4 @@
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[gd_scene load_steps=15 format=3 uid="uid://rimlike_world"]
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[gd_scene load_steps=17 format=3 uid="uid://rimlike_world"]
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[ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"]
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[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
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@ -14,6 +14,8 @@
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[ext_resource type="Script" path="res://scenes/ai/plant_provider.gd" id="12_plant_provider"]
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[ext_resource type="Script" path="res://scenes/ai/eat_provider.gd" id="13_eat_provider"]
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[ext_resource type="Script" path="res://scenes/ai/sleep_provider.gd" id="14_sleep_provider"]
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[ext_resource type="Script" path="res://scenes/ai/doctor_provider.gd" id="15_doctor_provider"]
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[ext_resource type="Script" path="res://scenes/ai/wolf_spawner.gd" id="16_wolf_spawner"]
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[node name="World" type="Node2D"]
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y_sort_enabled = true
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@ -81,5 +83,11 @@ script = ExtResource("13_eat_provider")
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[node name="SleepProvider" type="Node" parent="."]
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script = ExtResource("14_sleep_provider")
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[node name="DoctorProvider" type="Node" parent="."]
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script = ExtResource("15_doctor_provider")
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[node name="WolfSpawner" type="Node" parent="."]
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script = ExtResource("16_wolf_spawner")
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[node name="CameraRig" parent="." instance=ExtResource("2_camera")]
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position = Vector2(640, 640)
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